/**************************************************************************** ** ** Copyright (C) 2008-2012 NVIDIA Corporation. ** Copyright (C) 2017 The Qt Company Ltd. ** Contact: https://www.qt.io/licensing/ ** ** This file is part of Qt 3D Studio. ** ** $QT_BEGIN_LICENSE:GPL$ ** Commercial License Usage ** Licensees holding valid commercial Qt licenses may use this file in ** accordance with the commercial license agreement provided with the ** Software or, alternatively, in accordance with the terms contained in ** a written agreement between you and The Qt Company. For licensing terms ** and conditions see https://www.qt.io/terms-conditions. For further ** information use the contact form at https://www.qt.io/contact-us. ** ** GNU General Public License Usage ** Alternatively, this file may be used under the terms of the GNU ** General Public License version 3 or (at your option) any later version ** approved by the KDE Free Qt Foundation. The licenses are as published by ** the Free Software Foundation and appearing in the file LICENSE.GPL3 ** included in the packaging of this file. Please review the following ** information to ensure the GNU General Public License requirements will ** be met: https://www.gnu.org/licenses/gpl-3.0.html. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #include "Qt3DSRenderClippingFrustum.h" using namespace qt3ds::render; SClippingFrustum::SClippingFrustum(const QT3DSMat44 &modelviewprojection, SClipPlane nearPlane) { SClipPlane *_cullingPlanes = mPlanes; const QT3DSMat44 &modelViewProjectionMat(modelviewprojection); const QT3DSF32 *modelviewProjection = modelViewProjectionMat.front(); // update planes (http://read.pudn.com/downloads128/doc/542641/Frustum.pdf) // Google for Gribb plane extraction if that link doesn't work. // http://www.google.com/search?q=ravensoft+plane+extraction #define M(_x, _y) modelviewProjection[(4 * (_y)) + (_x)] // left plane _cullingPlanes[0].normal.x = M(3, 0) + M(0, 0); _cullingPlanes[0].normal.y = M(3, 1) + M(0, 1); _cullingPlanes[0].normal.z = M(3, 2) + M(0, 2); _cullingPlanes[0].d = M(3, 3) + M(0, 3); _cullingPlanes[0].d /= _cullingPlanes[0].normal.normalize(); // right plane _cullingPlanes[1].normal.x = M(3, 0) - M(0, 0); _cullingPlanes[1].normal.y = M(3, 1) - M(0, 1); _cullingPlanes[1].normal.z = M(3, 2) - M(0, 2); _cullingPlanes[1].d = M(3, 3) - M(0, 3); _cullingPlanes[1].d /= _cullingPlanes[1].normal.normalize(); // far plane _cullingPlanes[2].normal.x = M(3, 0) - M(2, 0); _cullingPlanes[2].normal.y = M(3, 1) - M(2, 1); _cullingPlanes[2].normal.z = M(3, 2) - M(2, 2); _cullingPlanes[2].d = M(3, 3) - M(2, 3); _cullingPlanes[2].d /= _cullingPlanes[2].normal.normalize(); // bottom plane _cullingPlanes[3].normal.x = M(3, 0) + M(1, 0); _cullingPlanes[3].normal.y = M(3, 1) + M(1, 1); _cullingPlanes[3].normal.z = M(3, 2) + M(1, 2); _cullingPlanes[3].d = M(3, 3) + M(1, 3); _cullingPlanes[3].d /= _cullingPlanes[3].normal.normalize(); // top plane _cullingPlanes[4].normal.x = M(3, 0) - M(1, 0); _cullingPlanes[4].normal.y = M(3, 1) - M(1, 1); _cullingPlanes[4].normal.z = M(3, 2) - M(1, 2); _cullingPlanes[4].d = M(3, 3) - M(1, 3); _cullingPlanes[4].d /= _cullingPlanes[4].normal.normalize(); #undef M _cullingPlanes[5] = nearPlane; // http://www.openscenegraph.org/projects/osg/browser/OpenSceneGraph/trunk/include/osg/Plane?rev=5328 // setup the edges of the plane that we will clip against an axis-aligned bounding box. for (QT3DSU32 idx = 0; idx < 6; ++idx) { _cullingPlanes[idx].calculateBBoxEdges(); } }